It had some unwritten rules from baldjared and secks in the original (smaller) community for this game. When they went inactive in this community we just kept it around.
@Habreno The community is on Discord (https://discord.gg/9Dm3NCS). It has around 250 people including the top 30 or so runners of the game as well as one of the game's developers- neither of the Super Mods are active there, though. To give some quicker context/evidence, people have been requesting many more smaller categories (such as ILs), but being practically the only one approving runs nowadays, I wasn't able to accommodate some of the requests. This is evidenced by the Discord community making and managing several spreadsheets (e.g., https://bit.ly/2w1VJpF) in place of something on SRC, but I think it would be better for the community if these could get moved to SRC, with more people from the community able to help out.
Not sure if this is the right place to ask about this, but the CELESTE Classic board (https://www.speedrun.com/celestep8) has Super Mods who haven't really been approving runs since 2015-2016. Particularly, the game's community doesn't even know who @deetaj is, as he's never actively participated in it and doesn't seem to have even run the game. Being just a regular mod, I can't add or remove people to help out- would it be possible to overhaul the moderation team with active, known members of the game's community?
For landing on top of spikes, you have to land on the ground with a tiny upwards speed. For example, if you land on a spike with an speed of 0.1 px/frame upwards, you have 10 frames to run along the spikes before the game pushes you up a pixel and you start to fall onto the spikes.
For wall-jumping off of spikes, you can only do it off of left-facing spikes, and you need to somehow make your x-coordinate an odd number. The easiest way to do this is to move the character against a wall or the boundary of the game. Having an odd x-coordinate makes the hitboxes just line up in a way that lets you get close enough to the wall behind the spikes to wall-jump without hitting the spike.
For dashing through spikes (can only be done in 2500m), you need spikes that don't have a wall behind them. If you get close enough to the spikes and dash in their direction, it's possible to completely hop over their hitbox (again, if there's no wall behind them to bump into).
Haha I did that by accident a while back :P I wonder if you can go all the way and roam outside of the map?
In terms of how much time, it's 13 seconds from subtracting the PBs? As for why, I think a huge part is that you go for the bottom left area first on your way down from the top left- this makes you pass through a waterfall more often than you need to (and it takes longer to grab the upgrade with 70 fuel vs 95 fuel). Most of the optimizations come from spending the least amount of time moving horizontally through water, like grabbing the bottom upgrade before the one in the sunlight at 25 fuel. Hope that makes sense!
It's possible to make it to the exit bouncing from the waterfall with 90 fuel :)
If we add smaller categories at all, I feel the interesting separations would be Old Site and after 2100m (Before you get the green hair). Though a lot of the current runs would probably still be up there in those categories.